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A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

Post your screenshots! WIP thread

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Forums > Maps and Mods

05 Jul 16, 11:57
By Kachito
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Member
Pretty much everything, aside from textures applied, it looks like a early wip. Floor, walls, ceiling; they're all flat. I'd say greybox everything and work on their overall shape, depth, levels and details. A couple of pipes won't save a flat ceiling smile - :)
Expand your textures a bit too, without going crazy. It might be a horror map that you're building, but that doesn't mean everything has to be boring grey. Pick a few (2,3,4..) textures that create a nice contrast, or some that make up for a good color comp/synergy. Lighting as well, get some more color in there without oversaturating the palette; usually the rule of 3 works fine: 1 overall ambient color, 2 detail colors.
P.S: Sorry if this sounded a bit harsh and puts you down, really not my intention tongue - :P
05 Jul 16, 12:12
By African
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Member
Hmm, yeah I'll do that since I think the map itself is too small and flat textured too.

I'll try to decorate it more and make it more interesting, thank you for the feedback! smile - :)
05 Jul 16, 19:01
By Urby
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One shot, one kill
Do an image search for inspiration. You have what looks like a basic maintenance tunnel, am I right? Well, Google turns up these images. Don't go ahead and copy what you see, but use them for inspiration and you could have some real fun with it. grin - :D



06 Jul 16, 01:52
By DiscoStu
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Member
To tell you the truth, those hallways are too bare. If they're supposed to be maintenance tunnels, throw some maintainable stuff down there. Right now it's as if there was nothing to do there. I second Urby's advice.
09 Jul 16, 12:33
By SourceSkyBoxer
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Member
Hehe @Urby nice suggestion tongue - :P I will continue again
14 Jul 16, 15:52
By Dr. Orange
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Member
While this doesn't really show off any actual mapping I've done, I'm pretty sure it'll give you a hint of a feature I've implemented that'll make it a lot more fun to mess with players >:)


It's also one of the first thing I've ever programmed so I'm proud.
14 Jul 16, 18:52
By DiscoStu
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Member
How does it happen?
15 Jul 16, 15:40
By Urby
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One shot, one kill
Also, how does it work in relation to difficulty settings?
15 Jul 16, 20:30
By Dr. Orange
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Member
Quote:
How does it happen?

Quote:
Also, how does it work in relation to difficulty settings?


Like this:
15 Jul 16, 20:34
By Urby
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One shot, one kill
Ah well, lookit that.

Nice job. tongue - :P
05 Aug 16, 21:42
By kruk
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Member
STRESS TEST!








the idea of mass using models in maps isn't dead for me XD
05 Aug 16, 23:04
By DiscoStu
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Member
It is, however, a lot more work for the mapper.
06 Aug 16, 07:52
By Urby
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One shot, one kill
It also has the potential of looking off in game in terms of lighting, especially in Steam HL and when using the flashlight.
06 Aug 16, 20:34
By DiscoStu
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Member
It's going to look weird unless all the lighting is baked in. And then you go through all that work and the player and weapon models will be pitch black.
06 Aug 16, 21:43
By kruk
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Member
so you saying this really dons't work in case scenarios as the screenshots?
btw i plan to disable flashlight overall it looks poor.
The idea is to use big models for certain parts of the map with consistent light like arenas ect.
06 Aug 16, 22:43
By 23-down
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Member
@Dr. Orange: Some lovely work. I will see to it to get some sort of replica done in my own engine modification for opposing force. I don't think anyone ever considered this what you did. So this is unique. smile - :)

@Urby: I wasn't aware you were building some sort of Alien Colonial Marines mod in secrecy.. Well what ever it is.. It looks intriguing to say the least. tongue - :P

I truly wish we could add an endless amount of models in hl just like in the Unreal Engine now that would be cool.
07 Aug 16, 12:17
By TJB
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Member
I've been experimenting with making a Cycles material in Blender to generate fabric type textures, as even with CGTextures I could never get a nice looking fabric or carpet in GoldSrc. Hopefully this way I can mess with the fabric contrast and scale to get something that looks pretty nice.

At the moment it's only set up to make single colour plain weave fabric, I'm going to try to set it up to generate multiple colour and twill fabrics.
07 Aug 16, 22:08
By Urby
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One shot, one kill
Quote:
@Urby: I wasn't aware you were building some sort of Alien Colonial Marines mod in secrecy.. Well what ever it is.. It looks intriguing to say the least.

Heh... wait. Neither was I... wat?
09 Aug 16, 12:00
By vodka95-ICR
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Member
Dont worry, Ill trash the piano.
https://youtu.be/3U83TEnlLmY
09 Aug 16, 17:25
By DiscoStu
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Member
That piano is fantastic! Just get the faces fixed and it'll look lovely. I always wanted to use a piano. And I love what you did with the statue ;P

@TJB: Doesn't that texture need to be TINY for it to look natural in game?
09 Aug 16, 17:57
By vodka95-ICR
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Member
The problem is I dont know fix the sides unhappy - :(
10 Aug 16, 03:43
By DiscoStu
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Member
I'm not experienced enough to advise you on that but there's plenty of people here that are.
10 Aug 16, 07:21
By Admer456
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Member
@vodka95

Don't trash that hard work because of a small, tiny error. You probably made the piano too smooth, or perhaps you resized using the selection tool, so some vertices went off-grid.

Or maybe you just applied Null textures by accident.
21 Aug 16, 19:50
By Archie
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So say we all
This one's turning into a bit of a headache...


21 Aug 16, 21:07
By abbadon
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Member
Quote:
the idea of mass using models in maps isn't dead for me XD


Are you using HL1 GS 1.1.1.0 or HL1 Steam 1.1.2.0?, if you are using GS...how do you make the models block light and cast shadows?, are you using cyclers?. O_o
21 Aug 16, 21:09
By 23-down
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Member
Lovely screens Archie.. This almost looks pre cascade?
21 Aug 16, 21:31
By Elliot Lucak
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Member
I imagine he created the environment in a modeling suite and baked the lighting into the textures, abbadon.
22 Aug 16, 10:25
By abbadon
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Member
mmmm, tricky!! unsure - :\
22 Aug 16, 22:15
By Bruce
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Member
those models seem to be just thin detail on top of brush pillars
23 Aug 16, 14:11
By kruk
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Member
Quote:
those models seem to be just thin detail on top of brush pillars

yep, its just that
you can do some funn things if you use some tricks with models
image upload no size limit
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Forums > Maps and Mods

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